* (research talk; 1 hour): Title: Learning Hierarchical Task Networks from action traces Abstract: We describe HTN-MAKER, an algorithm for learning hierarchical planning knowledge in the form of decomposition methods for Hierarchical Task Networks (HTNs). HTNMAKER takes as input the initial states from a set of classical planning problems in a planning domain and solutions to those problems, as well as a set of semantically-annotated tasks to be accomplished. The algorithm analyzes this semantic information in order to determine which portions of the input plans accomplish a particular task and constructs HTN methods based on those analyses. Our theoretical results show that HTN-MAKER is sound and complete. We show that the methods learned by HTN-MAKER enable an HTN planner to solve problems faster than planning from scratch. * (seminar begins; 1 hour): Title: An overview of Game AI Abstract: Over the past 20 years computer games have gone through a remarkable evolution in areas such as graphics and multi-player gaming. Another area where some evolution has been made is in the quality of the computer opponent. Despite this evolution, there is a big mismatch between what people in the game industry refer to as the "AI" (roughly, the program controlling the computer opponent) and what AI actually is ("...technology can be controlled especially if it is saturated with intelligence to watch over how it goes, to keep accounts, to prevent errors, and to provide wisdom to each decision"- Allen Newell, 1992). In this talk, we will look at contemporary computer games, explore techniques for implementing the AI (from the perspective of the game industry) and study opportunities to use AI (from the research perspective) to enhance the gaming experience. * (seminar day 2; 2 hours): Title: Using Hierarchical Task Network (HTN) planning to create Game AI Abstract: We will begin by introducing HTN planning, focusing on the most widely used paradigm for HTN planning: Ordered Task Decomposition. This paradigm has been used for a wide set of applications including game playing, manufacturing of mechanical pieces, and web agent navigation. We will present a case study of using HTN planning for modeling effective team strategies for Unreal Tournament® (UT) bots. HTNs were used to encode strategies that coordinate teams of bots in FPS games and run them effectively using standard FSMs to encode individual bots behavior. As a result, a grand strategy is laid out by the HTNs and event-driven programming allows the bots to react in this highly dynamic environment while contributing to the grand task. * (seminar day 3; 2 hours): Title: Using Reinforcement Learning (RL) to create Game AI Abstract: We will present Q-learning, a simple yet effective variant of reinforcement learning (RL). Then we will present approaches for using RL in games. Afterward, we will discuss in detail a case study for online reinforcement learning developing winning policies in team first-person shooter games. We will study three crucial characteristics: (1) individual BOT behavior is fixed although not known in advance, therefore individual BOTS work as "plugins", (2) RETALIATE models the problem of learning team tactics through a simple state formulation, (3) discount rates commonly used in Q-learning are not used. We will contrast the results of using RL with those of using HTN planning from the day 2 of the seminar. * (seminar day 4; 2 hours): Title: Using Case-based reasoning (CBR) to create Game AI Abstract: We will present an overview of case-based reasoning (CBR). Afterwards, we will present an overview of CBR applications to create game AI. Then we will focus on case study of an agent that combines Case-Based Reasoning (CBR) and Reinforcement Learning (RL) algorithms. Unlike most previous work where RL is used to improve accuracy in the action selection process, we demonstrate how to use CBR to allow RL to respond more quickly to changing conditions. Our approach combines two key features: it uses a time window to compute similarity and stores and reuses complete Q-tables for continuous problem solving. We demonstrate our approach on a team-based fi rst-person shooter game, where our combined CBR+RL approach adapts quicker to changing tactics by an opponent than standalone RL. We will contrast the results of using of CBR with those of using HTN planning (Seminar day 2) and RL (seminar day 3). * (seminar day 5; 2 hours): Title: Games as a testbed for AI Abstract: In previous days we have studied how well-established AI techniques can be used to create advanced game AI. In this talk we will turn the problem around: rather than using AI to create new game AI, we will present case studies of new ideas advancing the state of the art in AI and describe in detail how games can be used as a solid testbed to demonstrate these ideas. This lasts presentation will built on the presentations of the previous days.